The weight of the character, its gate, and how heavily he steps down bring out different personalities in a run cycle. Obviously more heavy characters will create heavier, more stomping footsteps in their run cycle, but it is always important to show that weight, otherwise it does not show how the character exists in relation their animated world - it just looks out of place.
I have also made the head turn , the hips twist sideways, (not just up and down like previously), and the shoulders twist sideways as he runs - which just emphasises the key poses a bit more.


I have also had comments on my walk cycle animations of facebook for evaluation, and just in case anyone picks up something wrong with the movement that I need to work on, or anything that could be improved. I have therefore made the head turn , the hips twist sideways, (not just up and down like previously), and the shoulders twist sideways as he runs - which just emphasises the key poses a bit more, in accordance with the feedback I have received.
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